04-04-2010, 12:04 AM
(This post was last modified: 04-04-2010, 12:34 AM by PrettyNier.)
I understood what you were saying about Final Fantasy, which is why I made my statement - I wasn't referring to stylistic preference, I was referring to general game-play and game design concepts.
i touched upon them already; the level design from what we've seen thus far, the utter lack of friction and awkwardness of motion (poor control), etc.
(by the way, I also appreciate Fusion, which is a pretty different game than Super (it uses a similar base, but goes in a completely different direction) so your "every metroid has to be super" argument is kind of wrong)
for now I'll take your word for it though
i touched upon them already; the level design from what we've seen thus far, the utter lack of friction and awkwardness of motion (poor control), etc.
(by the way, I also appreciate Fusion, which is a pretty different game than Super (it uses a similar base, but goes in a completely different direction) so your "every metroid has to be super" argument is kind of wrong)
Quote:The level design in Ninja Gaiden is also very well done and you can actually find yourself stuck at times because the levels are practically free-roaming-- especially in the FIRST Ninja Gaiden, when you can backtrack to most level sections almost whenever you want. I think that you don't have to worry about much with that.idk, backtracking/free-roaming alone doesn't make it good so I'd have to see
for now I'll take your word for it though